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Metal Knights Strategy Guide

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Base Establishment
Opening Moves
Managing Cities
Moving Tips
University Tips
Units
Getting the Upper Hand

VI. Units

Here is a breakdown of each unit and its Attack, Defense, and Movement specs.

Abbreviations:  A = Ground Attack  D = Defense  M = Movement  Air = Air Attack  R = Attack Range  C = Cost

Truck          A - 1    D - 1   M - 5   Air - 0   R - 1    C - 24
Bulldozer      A - 1    D - 1   M - 5   Air - 0   R - 1    C - 25
Transport      A - 1    D - 3   M - 9   Air - 0   R - 1    C - 33
Soldier        A - 1    D - 2   M - 4   Air - 0   R - 1    C - 18
Porcupine      A - 1    D - 1   M - 5   Air - 0   R - 1    C - 20
Alpha Warrior  A - 3    D - 3   M - 5   Air - 0   R - 1    C - 34
Panther        A - 3    D - 3   M - 8   Air - 0   R - 1    C - 40
M 31           A - 4    D - 4   M - 5   Air - 0   R - 1    C - 43
Elf            A - 4    D - 5   M - 10  Air - 0   R - 1    C - 50
Commando       A - 2    D - 3   M - 10  Air - 0   R - 1    C - 88
Tiger          A - 8    D - 5   M - 7   Air - 0   R - 2*   C - 67
Striker        A - 6    D - 6   M - 2   Air - 0   R - 4*   C - 57
Grizzli        A - 7    D - 7   M - 8   Air - 2   R - 1    C - 70
Patriot        A - 6    D - 10  M - 2   Air - 0   R - 10*  C - 89
Artillery      A - 11   D - 3   M - 11  Air - 0   R - 5*   C - 91
Air Freedom    A - 0    D - 5   M - 10  Air - 12  R - 6*   C - 90
Scud           A - 15   D - 1   M - 4   Air - 0   R - 10*  C - 116
Scorpion       A - 13   D - 11  M - 10  Air - 2   R - 1    C - 104
Metal Knight   A - 18   D - 13  M - 11  Air - 4   R - 1    C - 135

Hawkeye        A - 0    D - 1   M - 0   Air - 10  R - 6    C - 61
Predator       A - 5    D - 3   M - 18  Air - 3   R - 1    C - 132
Hercule        A - 0    D - 5   M - 14  Air - 0   R - 1    C - 103
Apache         A - 8    D - 6   M - 12  Air - 5   R - 1    C - 150
Eagle          A - 14   D - 10  M - 12  Air - 1   R - 1    C - 160
Falcon         A - 1    D - 8   M - 14  Air - 14  R - 1    C - 155     
Furtif         A - 9    D - 10  M - 15  Air - 12  R - 1    C - 186
Nuclear        A - 99   D - 0   M - 0   Air - 0   R - 25   C - 1000

Scout          A - 4    D - 5   M - 20  Air - 0   R - 1    C - 50
Cargo          A - 0    D - 5   M - 18  Air - 0   R - 1    C - 60
Destroyer      A - 6    D - 7   M - 19  Air - 0   R - 1    C - 61
Shark          A - 6    D - 8   M - 15  Air - 0   R - 1    C - 99
Shooter        A - 8    D - 10  M - 19  Air - 3   R - 7    C - 108
Captain        A - 15   D - 13  M - 22  Air - 4   R - 1    C - 124

*These units must attack targets at least 2 spaces away



Ground Units

Truck - Use trucks in tandem with transports to gather resources and return to cities more quickly.

Bulldozer - Starts resources, builds roads, and drops flags for extra defense. Flags get a defense of 3 and are cheap to make. Can use to drop around base or key cities to make it harder for enemy units to hit vital targets.

Transport - Use extensively with any ground unit to extend range of unit.

Soldier - Not good for much other than capturing cities. Use with transports.

Porcupine - Stack several in your base or another city for large defensive value. Use in trucks to bolster defense when transporting weaker units. Drop in roads for a nice trap for your enemies!

Alpha Warrior - Good against weaker units like soldiers, trucks, etc. When nothing else is available, use in tandem with Porcupines to guard base or cities.

Panther - Quick city snatching unit. Travels fast and is a bit cheaper than a transport, soldier combo and gets more attack, defense. Can use in tandem with transport.

M 31 - Fairly useless tank unless your opponent has weak units.

Elf - This technology comes with the M 31 university. Much faster unit than M 31 and good for quick strikes early in the game or used against less powerful units. Group them together for surround bonuses on slightly more powerful units. Fair defensive ability.

Commando - Great invisible unit for capturing cities in enemy territory. Use it to scout out cities to see what is inside. Can be used to scout before air strikes are launched in enemy territory. Not much attack and defense so keep these away from the enemy.

Tiger - Very good Porcupine clearing unit. Hits from 2 spaces away. Good for hit and run strikes and has more attack power than the Grizzli. Very good bang for the buck.

Striker - Needs transport unit to move anywhere. Can strike from up to 6 spaces away with a moderate attack. Not a very expensive unit. Can place in out of the way cities near key crossroads for fun sniping action.

Grizzli - Good all around ground unit. If money for higher tech is not there, spend the cash on this unit.

Patriot - Excellent defense and range fighting. Place in Hercule or other transport for extra protection for valuable cargo. Load up in a base or key city with Porcupines for incredible defense. If a Scud attacks it, it may lose a few but will take out the entire Scud!

Artillery - Incredible movement and range, a deadly weapon but needs to be protected due to low defense. Can move in, fire a deadly volley, and move out to protected location. Great unit if you have the money.

Air Freedom - A must have if your opponents have upper level air force tech like Falcon, Eagle, Furtif etc. No better unit to fight powerful aircraft. High movement and range ability lets it move in, fire, and move out quickly to protected location.

Scud - Extreme attack range and second best ground attack behind the Metal Knight. Weak movement and poor defense mandate you keep it well out of enemy range. Don't dare attack a Patriot with it as it will be annhilated.

Scorpion - Very powerful tank that can clean house, especially in groups. Don't rely on it alone to go up against a well defended base, though.

Metal Knight - Most powerful ground unit in the game. Must use high power artillery and aircraft like Furtifs to defeat it successfully. Use in conjunction with lower units to assault heavily fortified bases. Will run through any other unit in the open field.



Air Force Units

Hawkeye - Technically a ground unit but sells in the Air Force section of bases. Nice, cheap, low tech anti-air defense. Use with devastating impact against Predators early in the game. Can't move on their own, use with transports and spread out in cities for good anti-air coverage. Very weak defense means they need to be put with Porcupines, fortifications, or other units in a city to resist any attack.

Predator - Good unit to destroy weak enemy units early in the game. Will knock out Panthers, infantry, and transports very easily if other defenses are not present. Very vulnerable to Hawkeye anti-aircraft fire. Incredible range lets you hit targets your enemies think are out of range.

Hercule - Essential air transport plan. Load up a Patriot inside for added defense. Transfer up to 5 units at a time. Great for dropping a team of units into enemy territory and moving newly created units to frontlines quickly.

Apache - Good all around unit that can hit air and ground units and has decent defense. Use in tandem with ground units to finish up or weaken targets. Will get eaten up by more powerful air to air units or anti-air units like Air Freedom however.

Eagle - Excellent ground attack unit with highest strongest defense in the air force. Pound tough ground units with it and use as first strike weapon.

Falcon - Awesome air to air firepower, nothing contends with it! Take out any air unit (except another falcon) easily. Great maneuverability. Provides a nice escort for Hercule loaded with attack units.

Furtif - The ultimate in steal technology. Launch attacks at your opponent and they won't even see you coming. Furtif has very strong defense, strong ground attack, and vicious air attack. The only drawback is its expense.

Nuclear - Destroys all ground units in a large radius. Can hit targets from 25 spaces away. Use to clear out those heavily defended bases.



Naval Units

Scout - Huge movement capability and moderate fround attack. Use to hit undefended enemy expansion units on a bridge or next to water.

Cargo - Can transport up to 8 units at once!! However, if your base isn't on the water you will have to build a factory in a water city in order to deploy. Can be used to grab many coastal cities early on. Can dispatch a large attack force in enemy territory quickly.

Destroyer - Great movement and good attack power make it a versatile unit.

Shark - Necessary for exploring wrecks which can yield big money. Use with a Cargo to extend transportation range. Good attack power against naval units and is invisible to enemies.

Shooter - Very good attack power from up to 7 spaces away. Great for hitting targets while staying out of the fray.

Captain - Extreme ground attack and decent air attack with incredible movement. The true king of the seas.



Next: Getting the Upper Hand


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